andythenorth wrote:
You found a bug
Both recycling industries should appear after 1997 only.
That'd explain that! I like the idea of another population-fed production, though. But I also think that kind of industry would do better earlier in a game, so you know which towns to nurture. Looking to the future, perhaps there would be more to the waste management tree? Something like... Dump=Garbage>Landfill as a simple low-speed low-income early on, or perhaps something involving composting to help with farm supply. Just a thought! Start small
I almost always end up losing money on fishing lines simply because there isn't enough to transport.
That's interesting. Fish cargo should be a money maker. In my latest test game (high costs for everything), it was the only way I could make serious money in 1850. I won't add supply behaviour because I want one simple primary chain that doesn't need any deliveries
What ship set are you using?
Actually, I'm using FISH! I usually use Rockall freighters since they seem to have the best running cost to cargo ratio, but since they carry 85t and the highest production fishing spot I've ever seen is 45t/mo (factoring in that it's kind of hard to increase station quality ratings with ships because of speed, particularly if they're more than three years old), they spend most of their time waiting at the fishing site, resulting in a loss of profit. The mega-loss I usually end up experiencing is trying to make a fast food line from the harbor using something like a train. Even with MSUP and two or three fishing sites, the output just isn't high enough to warrant anything more than a short road delivery service, particularly in the 1800's. And that results in something like... maybe $500 a month? Not exactly the serious money you're describing! I'm anxious to hear tips, though, if there's a secret to it! And I can understand having at least one "simple" primary industry.. In that case, I don't suppose there could be greater fluctuation in it? Fishing seasons and whatnot?
Also on the subject of ESUP... and FSUP... and MSUP.
If there are any changes to supplies (maybe not), the most likely is roughly what you suggest: higher production needs more supplies. It's possible, but I'm not sure yet if I want to add it. It makes text and things more complicated.
Which is why I do better with this than, say, ECS
Definitely, keep things simple. But I don't think the current "X engineer supplies delivered this month" is any clearer than, say "X of Y engineer supplies delivered this month to cause industry growth". Right now, without reading readmes and guides, the in-game text and such probably makes things MORE complicated, as the "supplies delivered" message seems to suggest that more is better (which, of course, isn't true). Perhaps a simplified version of the idea I mentioned would be to simply change that "1 ESUP required for a chance at growth" to a steadily escalating number. That way, if someone made a network that consistently delivered 100t ESUP to a coal mine, that mine would grow up to that mark, then it would be capped off until the infrastructure grew. That would avoid making accidental "super mines" like the current system often causes after being set up (I think I had one producing 7000t coal per month... No one needs that much coal
) In other words, I'm all for simplicity, but this is definitely an area that I'd vote for more intuitive depth!
I'm making $100,000,000 a year, a sawmill will cost $4,000,000,000!
That sounds a lot! Sawmill is $9,093,750 in my game. Do you have inflation turned on in your game? That can cause insane costs in long games.
Bleh, should have thought of that one! I'll try it without inflation. I suppose inflation is a steady multiplier, so astronomical costs would just get... more astronomical! I checked in with the costs repeatedly through my game and they always seemed just out of reasonable reach. I did check a new game and it looks like the highest costs are around $25,000,000. I'm not sure yet how possible it will be to fetch that without inflation, but I'll soon find out!
Oh, and one last thing... Just something I was wondering about. What exactly is the point of a "blackhole" final industry like the store or the restaurant? They accept food and goods and such, but don't you get the same profit from delivering to any ol' town, or is there a bonus?
Thanks for taking the time to answer! I know I'm long-winded